#version 450

#extension GL_ARB_separate_shader_objects : enable

#extension GL_ARB_shading_language_420pack : enable

layout(location = 0) in vec3 i_Position;
layout(location = 1) in vec3 i_Normal;

layout(location = 0) out VS_OUT {
    vec3 position;
    vec3 normal;
}vs_out;

layout(binding = 0) uniform UniformMVP {
    mat4 mvp;
} ubo;


out gl_PerVertex {
    vec4 gl_Position;
};

void main() {
    gl_Position = ubo.mvp * vec4(i_Position,1.0);
    vs_out.position = i_Position;
    vs_out.normal = i_Normal;
}